HAPI

PROBLEM:
How might we provide employees with the happiness advantage by promoting methods like the Zorro Circle and the 20-Second Rule through wearable technology integrations to increase their productivity and satisfaction at work?

SOLUTION:
A wearable device that records metrics and patterns of stress, provides recommendations for optimizing working conditions and yields a happy and thus more productive team.

KEY INSIGHTS:

  • Practicing gratitude has been proven to benefit lives through increased life satisfaction, happiness, peace of mind, spiritual security, etc

  • The Happiness Advantage posits that happiness precedes success, not the other way around. Being happy can improve productivity and overall performance.

  • The Zorro Circle emphasizes the important of focusing on small, manageable goals and gradually expanding one’s sphere of control to regain a sense of empowerment

  • The 20-Second Rule suggest that by reducing the time it takes to start a habit by just 20-seconds, people are more likely to follow through, reducing the barriers to entry and making positive habits easier to adopt

DEVELOPING THE PRODUCT:
Product Sketches

User Empathy Mapping

User Profile

Shraddha is a recent graduate who accepted a design role at the company. She has minimal professional experience with working amongst a team. As a student, she has encountered demanding schedules and highly stressful conditions but will bank on her first project to establish effective work habits and secure her position long-term.

Scenario

A team of desk-oriented workers are on-boarded to a new and demanding job. The team comprises of Designers, Engineers, Managers, etc. and each team-member is responsible for a variety of different tasks. The team will be working together for 6-8 months and must remain focused and motivated in order to deliver on schedule as a team.


Feel

  • Feel the need to impress their coworkers

  • Feel the need to prove their worth as part of the team and dispell imposter syndrome

  • Feel and think they must work at top capacity at all times

  • Feel and think that they must be good at every task required of them

  • Feel overwhelmed by things they haven’t done before

  • Feel empowered by things they have experience with

  • Feel torn by work and personal commitments

  • Feel buried by responsibilities

  • Feel the need for support but think asking for help with appear incapable

  • Feel sucked in by work; or feel distracted and immobilized

Say

  • Over and under estimate timing to complete a task

  • Doubt self before begining the task

Hear

  • Hear pings from Slack / Zoom / other with questions and demands from other teammates

  • Hear phone calls and meeting

  • Hear comments, compliments and criticisms from others teammates

  • Hear distractions around the workspace

See

  • See and compare self with others

  • See piled up emails and notifications

  • See new interfaces, tasks, words, concepts

  • See examples of other employees handling stress

Do

  • Make mistakes, and procrastinate

  • Spread negativity as a means of connecting socially with other teammates


Pains

  • Teammates that are unfamiliar with one another are not aware of each other’s strengths, weaknesses, interests, etc.

  • It can be difficult to strike a balance between topics that are work-related vs. seemingly personal.

  • Full-time work often dominates most of a person’s life; Stress can consume other elements of one’s life.

  • Respect dynamics within a workplace is influenced by seniority, role, gender, race, personality, relationships, background, etc.

Gains

  • New environments / communities offer an opportunity for a fresh slate

  • New people can learn new things from one another

  • Positive work environments can provide workers with a sense of purpose, happiness, fulfillments, etc.

Jobs-to-be-Done

Rough and Ready Prototype

UI DESIGN:

Moodboard

Typography and Color Palette

Mobile Interface

Welcome Page

When pressed, buttons will turn orange as feedback to indicate the actions has been received.

Self-Reported Data

The mobile device interface is primarily used to self-reported data to allow users to quickly add descriptors of their mood. Through the process of machine-learning, Hapi will understand how wearable metrics connect with feelings of stress.

Data Types - Visual Learners

Various methods of recording data are available to facilitate honest answers from users, appealing to multimodal learners.

Data Types - Reading/Writing Learners

Written reflections and writing prompts can facilitate deep, focused thought. This is an opportunity for users to practice gratitude

Desktop Interface

Wizard of Oz Video

Next
Next

Open: UX Analysis